Tag Archives: Board Game

Anime Girl

Description

While experimenting with character design ideas for a game I am working on I decided to try a quick design exercise and googled reference images for characters. While filtering through the numerous results I eventually found an interesting pencil sketched charactered that I decided I wanted to reproduce. After downloading the image I immediately began modeling and sculpting until I eventually had a pretty accurate reproduction of the base character. Sadly it was at this point I began modeling the clothing and my fears were realized, I had accidently modeled an anime school girl. Regretfully it was a bit late in the design process to change the character and I was too busy the sketch new clothing for someone elses image (not to mention I am not exactly good a drawing characters) so I pushed on. The both fortunate and unfortunate result is below. This quick exercise in modeling taught me one valuable lesson, make sure you know what you are modeling before you start, otherwise you have a lot of awkward explaining to do when you finish.

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Swarm

Play!

By: Ben Johnson

Description

Swarm is a simple game where a player is trapped in a graveyard with nothing more than a gun, an axe, and an endless horde of spiders to fight. In the game you start with no ammo and must fight with your axe until the spiders begin dropping ammo packs, but beware as the spiders will fight back if you get to close to them. While this game may seem simple, it was designed as a test for using the built in Unity FPS controller with a basic weapon system. Using the scripts created for this program it would be relatively simple to create an FPS game with multiple weapons, ammo types, and abilities. All assets used in this game are not my property and were taken from the Unity store. You can find them all under the free assets sections.

Known Bugs

  • In order to pick up both weapons you must first pick up one, hit q to switch to the empty slot, and the you can pick up the other.
  • Gun is missing a muzzle flash. While it would not be hard to add one, I’ve moved on from this project as it was just a test and I’d rather not continue tweaking it unless it is a major fix.

Controls

  • W, A, S, D – Move player.
  • Q – Switch weapons
  • Mouse – Aim/Look
  • Left Mouse Button – Attack
  • Space – Jump

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Keep Calm and Carry On

A strategy game about the struggles faced by the 1940’s British city of Coventry while being under constant bombardment of the Germans Luftwaffe airforce. This game is recommended for 4 players ages 13 and up.

Created By

Materials

  • One deck of territory cards (25 cards)
  • One deck of mission cards (10 cards)
  • One deck of donation cards (30 cards)
  • 4 player pieces
  • 40 colored territory markers (10 markers for each player. Use one color per player)
  • Pack of follower stones (many)
  • Pack of damage tokens (25)
  • 25 parish markers
  • 2 dice

Goal

Be the first suffragan bishop to build ten parishes or have the most parishes after every territory has been built on.

Rules

Territories

Each Territory card represents one part of the city of coventry and has an image on it to determine which type of territory it is.

  • Industrial Territory (image of a factory): The owner of this Territory may add one Building Materials Donation card to their hand at the start of each of their turns the Territory is undamaged.
  • Commercial Territory (image of a shopping cart): The owner of this Territory may add one Cash Donation to their hand at the start of each of their turns if the Territory is undamaged.
  • Residential Territory (image of a house): The owner of this Territory may add one Follower Stone to this territory at the start of their turn if the Territory is undamaged and the Territory has less than 10 Follower Stones on it.

Suffragan Bishop Abilities

When a player stops on any Territory other than Haigh’s Parish they may use one of the following abilities after paying its Donation cost:

  • Gather Volunteers: Remove on Damage Token from the current territory.
    • Cost: One Building Material Donation card or two Cash Donation cards.
  • Promote Family Wellness: Add Follower Stones to the current Territory.
    • Cost: One Cash Donation card per Follower Stone.
  • Attract Followers: Remove Follower Stones from the current Territory and place half of them on any opponent Territory and the other half on any one of your Territories. The total follower stones on any Territory may not exceed 10.
    • Cost: One Building Material Donation card per Follower Stone.
  • Build Parish: Add a Parish marker to the Territory if it has 10 Follower Stones. The Parish belongs to whoever owns the Territory even if it is the player who built it is not the owner.
    • Cost: Two Building Material Donation cards and Two Cash Donation cards.

Haigh Missions

If during their turn a player accomplishes the task on their Haigh Mission card they may choose any Territory on the board that does not have a Parish marker on it and is adjacent to any Territory they own and replaces the original owners Territory Marker with their own.

Unoccupied Territories

If at any point a Territory has no Follower Stones and no Parish Marker on it then the owners Territory Marker is removed. If there is no Territory Marker on a Territory then the first player to add Follower Stones to it may place one of their Territory Markers on the Territory.

Setup

  1. Dealer places the Haigh’s Parish card in center of the board and places a single Parish Marker on top of it.
  2. Dealer then places the remaining Territory cards randomly face up around Haigh’s Parish forming a 5 x 5 card grid with Haigh’s Parish in the center.
  3. Each player picks one Territory adjacent to Haigh’s Parish and places one of their Territory Markers and a Parish Marker on top of it.
  4. After all players have picked their starting Territory they take turns picking one Territory at a time and placing only a Territory Marker on it.
    • All Territories must be adjacent to another Territory that the player owns.
    • Players cannot pick Haigh’s Parish.
    • If there are no vacant adjacent Territories for the player to claim then current player must skip their turn.
  5. After all Territories have been picked players then place one Follower Stone on each of their territories.
  6. The game is now completely setup and may begin.

How to Play

During their turn a player will:

  1. At the start of their turn a player will add one Building Materials Donation card for each of their undamaged Industrial Territories and one Cash Donation card for each of their undamaged Commercial Territories.
    • If there are not enough Donation cards left in the deck then the player may only pick up what is available (all used Donation cards should be returned to the deck).
  2. After gathering their Donation cards the player then rolls one die.
  3. The player can then move their player token the amount of spaces shown on the die in any direction.
  4. Depending on the Territory card the player lands on they can either:
    1. Draw a Mission Card if they land on Haigh’s Parish and they do not already own one.
    2. Use a Suffragan Bishop ability if they are on any Territory other than Haigh’s Parish.
    3. Choose not to use an ability.
  5. After the player has decided what they want to do on the Territory they end their turn and the next players turn begins.

After all players have had one turn, one player then rolls both dice and adds their values together. Any territory with the same number as the summed value of the dice is hit by the Luftwaffe air force and must have 4 Follower Stones (or as many as possible) removed from it and one Damage Token added on top of the territory.

If at the end of their turn a player has 10 Parishes, or every Territory has a Parish then the game is over and the player with the most Parishes wins.

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The Quest – For the Life Stones

A basic strategy game for 2 players ages 13 and up.

 

Created By:

 

Materials

  • One game board.
  • One deck of printed game cards or a deck of standard poker cards.
    • If you are using poker cards the face cards represent Move Forward Two Spaces (Jack), Move Backward Two Spaces (Queen), Draw Two Item Cards (King), and Empty Backpack (Ace) Artifacts and the numeric cards are Traps whose strength is determined by their numeric value.
  • 2 six-sided dice.
  •  2 player pieces, one black and one white.
  • 14 glass gems.

 

Goal

Be the first explorer to gather 7 legendary stones housed in the temple while gathering Traps and Artifacts to slow down your rival explorer.

Setup

  1. Lay the board down on a flat surface and place all the stones in the Dimensional Vault and the player pieces on the respective starting spaces.
  2. Now that all the game pieces have been placed, you and your opponent decide who will go first with the competition of your choice (dice roll, rock-paper-scissors, etc.)

 

How to Play

During their turn a player will:

  1. Roll both dice.
  2. The player then picks one of the dice and draws that many cards from the deck and places them in their Backpack (hand).
  3. If the player has more than five cards in their Backpack they must discard until they have exactly 5 cards or less.
  4. The player then moves their games piece toward their opponents starting space (the players goal) the number of spaces on the remaining die.
    • If the player lands on a Trap (face down card) they must play one card from their Backpack onto the table and flip the trap face up.
      • If the players card has a lower value than the placed Trap card, they fail to disarm the Trap must move their game piece back to start.
      • If the players card has a higher value than the placed Trap card, both Trap cards are removed from the board.
      • If the placed Trap card was really an Artifact card they must immediately activate it’s effect (see materials for effects if you are using poker cards).
    • If the player lands on an empty space they may place any Trap or Artifact card from their Backpack face down on the space.
    • If the player lands on the same space as their opponent they do not activate any face down Traps and instead battle the opponent. To battle each player places three Trap or Artifact cards face down on the table. The player with the highest sum (Artifacts are 0) wins and stays on the space. THe player with the lowest sum goes back to start and gives their remaining cards to their opponent.
    • If a player has moved onto the opponents starting space (or past it) they collect one blue power stone and return to their starting space.
  5. After a player has finished moving their turn is over.

 

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Tubular

A simple board game for 2 or more players ages 5 and up.

Created By

Materials

  • 1 gameboard (15 x 5 space grid)
  • 35 rock pieces (glass gems)
  • 4 different colored player pieces
  • 1 six-sided die

Goal

Safely navigate your inner tube (player piece) through a dangerous river filled with rapids, rocks, and people who want to push you around.

Setup

  1. Begin setting up the board by laying it out of a flat surface and placing all 4 player pieces at the first 5 square long line. This line is the top of the river and the line on the opposite side of the board is the goal.
  2. After the player pieces are at the top of the board each player takes turns placing rocks anywhere on the like on the board excluding the top line of the river. Rocks cannot be placed on a tile if it completely prevents players from reaching the goal line. After every rock has been placed on the board each player may remove any one rock of their choice.
  3. The board is now completely setup and the game begins starting with the youngest player and moving clockwise.

How to Play

During their turn a player will:

  1. Roll the die
  2. Move their player piece the number of spaces shown on the die in any direction.
    1. Players may not move onto a space with a rock on it.
  3. If the player stops on a space with another player on it they must push the other players game piece one space in any direction.
    1. If the other player is pushed into a rock they Wipe Out and move their game piece off the board next to the line they Wiped Out on. At the start of their next turn they may place their game piece on any space on the line and the immediately end their turn.
  4. After the player has finished moving their turn ends.

After all players have moved, the player closest to the starting line may decide the boards Rapids. To decide the rapids they pick one direction (up, down, left, or right) and push every player piece one space in that direction. If a player is pushed into a rock they will Wipe Out and have to wait until their turn to place their game piece back on the board. If two or more players are tied for the closest to start they must roll the die and the player with the highest number wins control of the Rapids.

The first player to reach the goal line of the board wins the game. For longer games players can move their piece back to the top after reaching the goal and race to be the first to reach the goal 3 or 5 times. If playing a longer game the person who has reached the goal the least and is closed to the starting line controls the Rapids.

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